Two beliefs of a Regulus player:
1. Regulus on his own is not in need of any balancing. He stacks up against the other DG's just fine.
2. A well-played all-Regulus coordinated snipe team is, at worst, imbalanced and, at best, uninteresting to play against. Either way, bad for the game.
Difficult balancing issue:
How do they nerf the all-Reg snipe squad (which would be good) without making Regulus on his own any weaker (which would be bad)?
Suggested answer:
After being targed by a snipe, a demigod may not be targeted by a subsequent snipe for an amount of time equal to the first snipe's cooldown. This is a good solution because, by definition, it can have no effect on a solo Regulus. It should also have little effect on a multi-Reg team that isn't coordinating snipes.
Thoughts?
This theory has been tested and debunked. It was a major concern, but with out co-ordinated voip snipe attacks it really isn't an issue. Even if that were the case, if you atack early there is no reason the tem would max out snipe quickily and regulus is weak early and late game (great late game only with tons of equipment).
yea then u cant be spitted on by more then 1 ub.
nor can you be hammered by more then 1 rook
if yougetten snipped by all rags that measn they are on vent and believe me an all rag team would be hard pressed to hold flags.
-Get some health items.
-Don't lose too much health and then stand visible to the enemy.
-Abuse your ability to harass. They have no good healing.
-Hog all the flags with ease and out-level.
-Proceed to steamroll as they get further and further behind as you press them.
Seriously, 3 reg? Their composition is so lopsided having only one demigod that it's almost a criminal when you exploit it.
Hmm, surprising responses. Two friends and I faced a 3-regulus team last week. Lieu, we were trying the techniques you suggested, but we weren't having much luck. Could be we weren't executing well enough.
I'm going to get the same guys together try playing with them as a 3-regulus team (hopefully against three other players who can all talk to each other). That way I should be able to see if it's actually easily beatable.
My guess is that we'll own, but I could be wrong.
I wonder if anyone else thinks this is an OP strat, or if everyone thinks that it's easily counterable.
easily counterable, just like all the other crap that people are saying is OP atm.
Only viable complaint imo has been about flag locks, but it will be awhile before the playerbase gets good enough to make their use commonplace.
there is a easy way: allow only 1 kind of demigod for team
i would do it static but as alternative you can just add it as option, the host decides if its allowed or not to take 2 copies of the same demigod
No 5-on-5's then, eh?
There are 8 demigods...
So they may get you once or twice but they can't take out your whole team and you should easily be able to hold off 3 regs with 2 of any other demi. Just push em off the flags, you should have no problem holding 3 regs at bay.
*edit
Eh, never mind. It's not important, anyway.
In a 5vs5 is not that easy because 5 snipes in a row can kill most dg from the start.
How do you counter it?
Even if they are not in voice they can do it just fine, one manage the target and write down "rook" or "erebus" in chat and everyone just snipe = kill.
Agreed. I'm sort of convinced that most of the l2p-people haven't faced this and are just theorying. Adding mines to the snipe threat makes it a very unforgiving strat to face. Also note that they all get the assist gold for the kills making it very efficient in getting gold.
And with five (or even four) Regs there is still room for and autoattack-snipe build or two to make the end-game painful for the opposition. With all that gold going they will out-gear their opponents pronto.
to be honest, it is the worst spell in the game.
it requires no skill. wait for sumone to get below 700 health(remember additional damage as it travels). charge up from anywhere on the map (from your own base, behind fog of war). free gold.
the spell even fires off when the opponent teleports back to their base.
seriously, i wouldnt mind shooting a TB fireball at someone on the otherside of the map, because really, that wouldnt be overpowered would it?
You get the Kryptonite bullets. I'll use the magic ones.
Problem solved.
The TB fireball does travel back to base with them the same way if they port out
yes it does, but the fact is you have to be in a certain range to be able to use fireball on someone else in the first place, snipe you dont have to.
Well, I recently played 2 Regulus vs. 1 QoT and 1 Erebus and we got our asses kicked, because the QoT spammed shield ALL THE F*ING TIME, and we tried mines, snipe and everything and couldn't take her down even once.
So no, I absolutely do not think it is an OP strat. You just have to select the appropriate DGs to counter it.
Only on the smaller maps... on the 4v4 maps it doesn't cover the whole map by a long stretch.
I find myself irratated at having to run some to set it up..
Well, first off if this comes up EVERYONE should be getting 800 hp favor item and 400 hp item, along with healing potions. Ideally you will be playing a custom game and can play DGs who are very strong against this tactic, including QoT, Sedna, Oak and Rook. At this point there are no instant kills, and shouldn't be for the entire game. Continually upgrading HP above others will make sure this happens. Generally one person will be targetted as the "weak link" and will be focused upon, or players will call out low hp DGs. Either way, it's gonna be rough times for some people, and the Regulus' are probably going to have more kills. That's fine, because you have all their flags and are simply trying to limit their early game kills. Remember, they don't have mana to continually snipe anyway (unless they just sit at base, which is a whole new level of noobness), so your losses aren't going to be devestating.
Since they are going snipe it's unlikely they are going mines, upgrade citadel to cats, use much higher pushability and win.
But you are right, I have only done this in a 4v4, not a 5v5. The 4v4 was a regulus rapefest, but they were not perfectly coodinated.
Two is too few.
First off, Snipe does have a range. You have to be within a certain distance in order to start the Snipe. So no, you most certainly cannot just be sitting in your own base on most maps. And if they are behind the fog of war, you cant start a Snipe either.
Secondly, its damage isnt very large. I'm usually pretty happy if I can get 550 damage out of a Snipe. Thats only a few auto attacks for an attack that takes quite a while to cast. Its range is nice and its a mediocre finisher early in the game (relatively poor damage, good range), but its only useful in spots since its a horrible source of DPS. Its really an annoying harasser and occaisional finisher more than anything to write home about. The damage might be higher at higher levels, but at that point you should have items of your own to minimize its effects.
Really if you are dying a lot to Snipe (unless there is some kind of lame coordinate Sniping going on like is talked about above), you are just playing it wrong. If you dont end up low on health, its not a very useful skill for the other team. Its only powerful if you choose to wander around with very low health.
As I recall, the issue was an entire team of Reg's using Snipe in tandem. Not snipe, itself.
Let's not start whipping out 1-to-1 comparisons to other nukes, especially Fireball. They all have their perks and Fireball has quite a few.
Thinking about it a bit more, it might be interesting to see what would happen with the Reg's working together if they all took something like Universal Gadget right off the bat. Combining timed Snipes/UG with even a pair of Regs would be pretty interesting early on. That could be 4 pretty substantial blows close together that have pretty good range. Thats probably at least 2300 damage from 2 DGs all landing within a few seconds. Sure it costs the DGs 1000 gold to caste, but if they get the kill its worth it. 3 DGs would need 1500 gold total to make it work, but thats over 3k damage so not much is going to stand up to that early on.
regs arn't op is is some items that are like the cheap crit item for 3.3k 10 hp megen 30 dmg add on and 2xcrit with 5% chance to hit
crits seem cheap to me and i play reg with out them and i still win most off the time
There are many great features available to you once you register, including:
Sign in or Create Account